#############################################
#
# Events for Hunting
#
# Event ID 36000-36999 is reserved
#
# Deer Park ID: 4075
#
#############################################
#Written by Johan Andersson, Chris King & Sara Wendel-rtqvist


#A Majestic Stag
character_event = {
	id = 36000
	desc = "EVTDESC36000"
	picture = "GFX_evt_hunt"
	
	is_triggered_only = yes
	title = HNT1000T
	trigger = {
		NOT = {health_traits = 1}
		is_abroad = no
		war = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
	}
	
	option = {
		ai_chance =  {
			factor = 25
		}
		name = "EVTOPTB36000"
		tooltip_info = craven
		trigger = {
			trait = craven
		}
		prestige = -10
	}
	
	option = {
		ai_chance =  {
			factor = 25
		}
		name = "EVTOPTC36000"
		
		random = {
			chance = 30
			add_trait = kind
		}
	}
	
	option = {
		ai_chance =  {
			factor = 25
			modifier = {
				factor = 2
				trait = ambitious
			}
			modifier = {
				factor = 2
				trait = brave
			}
		}
		name = "EVTOPTD36000"
		prestige = 25
		random_list = {
			15 = {
				modifier = {
					factor = 1.5
					intrigue = 10
				}
				modifier = {
					factor = 1.5
					intrigue = 15
				}
				modifier = {
					factor = 1.5
					intrigue = 20
				}
				modifier = {
					factor = 1.5
					intrigue = 25
				}
				modifier = {
					factor = 1.5
					intrigue = 30
				}
				modifier = {
					factor = 1.5
					OR = {
						trait = archery1
						trait = longbow1
						trait = mongol_bow1
					}
				}
				modifier = {
					factor = 1.6
					OR = {
						trait = archery2
						trait = longbow2
						trait = mongol_bow2
					}
				}
				modifier = {
					factor = 1.7
					OR = {
						trait = archery3
						trait = longbow3
						trait = mongol_bow3
					}
				}
				modifier = {
					factor = 1.8
					OR = {
						trait = archery4
						trait = longbow4
						trait = mongol_bow4
					}
				}
				modifier = {
					factor = 2
					OR = {
						trait = archery5
						trait = longbow5
						trait = mongol_bow5
					}
				}
				character_event = {id = HNT.2000 days = 1 tooltip = HNT2000T1}
				set_character_flag = huntm
			}
			85 = {
				character_event = {id = HNT.2100 days = 1 tooltip = HNT2000T2}
			}
		}
	}
}

#Paranoia in the hunt
character_event = {
	id = 36001
	desc = "EVTDESC36001"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	trigger = {
		NOT = {health_traits = 1}
		is_abroad = no
		war = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
		any_courtier = {
			has_plot = plot_kill_character
			plot_target_char = {
				character = ROOT
			}
		}		
	}

	option = {
		name = "EVTOPTA36001"
		random_list = {
			75 = {}
			20 = {
				add_trait = wounded
				character_event = {
					id = 36003
					days = 1
				}
			}
			4 = {
				add_maim = yes
				character_event = {
					id = 36003
					days = 1
				}
			}
			1 = {
				death = { death_reason = death_accident }
				any_courtier = {
					limit = {
						has_plot = plot_kill_character
						plot_target_char = {
							character = root
						}
					}
					character_event = {
						id = 36002
						days = 1
					}
				}
			}
		}
	}

	option = {
		name = "EVTOPTB36001"
		trigger = {
			trait = patient
		}
		random_list = {
			85 = {}
			5 = {
				any_courtier = {
					limit = {
						is_adult = yes
						NOT = {
							has_plot = plot_kill_character
							plot_target_char = {
								character = root
							}
						}
					}
					character_event = {
						id = 36005
						days = 1
						tooltip = "EVTTOOLTIP36004"
					}
				}
			}
			5 = {
				any_courtier = {
					limit = {
						has_plot = plot_kill_character
						plot_target_char = {
							character = root
						}
					}
					character_event = {
						id = 36004
						days = 1
						tooltip = "EVTTOOLTIP36004"
					}
				}
			}
			5 = {
				death = { death_reason = death_accident }
				any_courtier = {
					limit = {
						has_plot = plot_kill_character
						plot_target_char = {
							character = root
						}
					}
					character_event = {
						id = 36002
						days = 1
					}
				}
			}
		}
	}
}

character_event = {
	id = 36002
	desc = "EVTDESC36002"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = "EVTOPTA36002"
		prestige = 250
	}
}

character_event = {
	id = 36003
	desc = "EVTDESC36003"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = "EVTOPTA36003"
		prestige = 25
	}
}

character_event = {
	id = 36004
	desc = "EVTDESC36004"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = "EVTOPTA36004"
		death = { death_reason = death_accident }
	}
}

character_event = {
	id = 36005
	desc = "EVTDESC36005"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = "EVTOPTA36005"
		death = { death_reason = death_accident }
	}
}


#Deer Hunter, The White Hart
character_event = {
	id = 36010
	desc = "EVTDESC36010"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	trigger = {
		NOT = {health_traits = 1}
		is_abroad = no
		war = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
	}
	option = {
		name = "EVTOPTA36010"
		random = {
			chance = 20
			add_trait = kind
		}
		piety = 25
	}

	option = {
		name = "EVTOPTB36010"
		trigger = {
			is_playable = yes
			any_courtier = {
				NOT = {health_traits = 1}
				is_abroad = no
				war = no
				has_regent = no
				prisoner = no
				NOT = {
					any_liege = {
						war = yes
					}
				}
				OR = {
					trait = archery2
					trait = longbow2
					trait = mongol_bow2
					
					trait = archery3
					trait = longbow3
					trait = mongol_bow3
					
					trait = archery4
					trait = longbow4
					trait = mongol_bow4
					
					trait = archery5
					trait = longbow5
					trait = mongol_bow5
				}
				trait = at_hunting
			}
		}
		random_courtier = {
			limit = {
				NOT = {health_traits = 1}
				is_abroad = no
				war = no
				has_regent = no
				prisoner = no
				NOT = {
					any_liege = {
						war = yes
					}
				}
				OR = {
					trait = archery2
					trait = longbow2
					trait = mongol_bow2
					
					trait = archery3
					trait = longbow3
					trait = mongol_bow3
					
					trait = archery4
					trait = longbow4
					trait = mongol_bow4
					
					trait = archery5
					trait = longbow5
					trait = mongol_bow5
				}
				trait = at_hunting
			}
			opinion = {
				modifier = opinion_delighted
				who = ROOT
				years = 10
			}
			character_event = {id = HNT.3201 days = 1 random = 2 tooltip = HNT3201T1}
			prestige = 25
		}
	}

	option = {
		name = "EVTOPTC36010"
		trigger = {
			NOT = {trait = craven }
		}
		prestige = 25
		random_list = {
			20 = {
				modifier = {
					factor = 1.5
					intrigue = 10
				}
				modifier = {
					factor = 1.5
					intrigue = 15
				}
				modifier = {
					factor = 1.5
					intrigue = 20
				}
				modifier = {
					factor = 1.5
					intrigue = 25
				}
				modifier = {
					factor = 1.5
					intrigue = 30
				}
				modifier = {
					factor = 1.5
					OR = {
						trait = archery1
						trait = longbow1
						trait = mongol_bow1
					}
				}
				modifier = {
					factor = 1.6
					OR = {
						trait = archery2
						trait = longbow2
						trait = mongol_bow2
					}
				}
				modifier = {
					factor = 1.7
					OR = {
						trait = archery3
						trait = longbow3
						trait = mongol_bow3
					}
				}
				modifier = {
					factor = 1.8
					OR = {
						trait = archery4
						trait = longbow4
						trait = mongol_bow4
					}
				}
				modifier = {
					factor = 2.0
					OR = {
						trait = archery5
						trait = longbow5
						trait = mongol_bow5
					}
				}
				character_event = {id = HNT.2001 days = 1 tooltip = HNT2000T1}
				set_character_flag = huntw
			}
			80 = {
				character_event = {id = HNT.2101 days = 1 tooltip = HNT2100T2}
			}
		}
	}
}


#Boars
character_event = {
	id = 36015
	desc = "EVTDESC36015"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	trigger = {
		NOT = {health_traits = 1}
		is_abroad = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
	}
	option = {
		name = "EVTOPTA36015"
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				OR = {
					trait = brave
					trait = ambitious
					trait = proud
				}
			}
			modifier = {
				factor = 0
				martial = 10
			}
		}

		prestige = 5
		random_list = {
			70 = {}
			30 = {
				add_trait = craven 
				hidden_tooltip = { character_event = { id = 38257 } }
			}
		}
	}

	option = {
		ai_chance = {
			factor = 10
		}
		name = "EVTOPTB36015"
		random_list = {
			40 = {
				modifier = {
					factor = 1.5
					martial = 10
				}
				modifier = {
					factor = 1.5
					martial = 15
				}
				modifier = {
					factor = 1.5
					martial = 20
				}
				modifier = {
					factor = 1.5
					martial = 25
				}
				modifier = {
					factor = 1.5
					martial = 30
				}
				modifier = {
					factor = 2
					OR = {
						trait = spear1
						trait = kontos1
					}
				}
				modifier = {
					factor = 2.2
					OR = {
						trait = spear2
						trait = kontos2
					}
				}
				modifier = {
					factor = 2.4
					OR = {
						trait = spear3
						trait = kontos3
					}
				}
				modifier = {
					factor = 2.6
					OR = {
						trait = spear4
						trait = kontos4
					}
				}
				modifier = {
					factor = 3
					OR = {
						trait = spear5
						trait = kontos5
					}
				}
				character_event = {id = HNT.2002 days = 1 tooltip = HNT2000T1}
				set_character_flag = hboar
			}
			45 = {
				character_event = {id = HNT.2102 days = 1 tooltip = HNT2000T2}
			}
			10 = {
				add_trait = wounded
				hidden_tooltip = { character_event = { id = 38280 } }
			}
			4 = {
				add_maim = yes
				hidden_tooltip = { character_event = { id = 38281 } }
			}
			1 = {
				death = { death_reason = death_accident }
			}
		}

		prestige = 25

	}
}


#Bear
character_event = {
	id = 36020
	desc = "EVTDESC36020"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	trigger = {
		NOT = {health_traits = 1}
		is_abroad = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
	}
	option = {
		name = "EVTOPTA36020"
		trigger = {
			NOT = {trait = craven }
			NOT = {trait = patient }
		}
		random = {
			chance = 10
			add_trait = wroth
		}
		prestige = 5
	}

	option = {
		name = "EVTOPTB36020"
		trigger = {
			NOT = {trait = craven }
		}
		if = {
			limit = {
				NOT = {trait = brave}
			}
			random = {
				chance = 10
				add_trait = brave
			}
		}
		random_list = {
			25 = {
				modifier = {
					factor = 1.5
					combat_rating = 2
				}
				modifier = {
					factor = 1.5
					combat_rating = 4
				}
				modifier = {
					factor = 1.5
					combat_rating = 6
				}
				modifier = {
					factor = 1.5
					combat_rating = 8
				}
				modifier = {
					factor = 1.5
					combat_rating = 10
				}
				modifier = {
					factor = 2
					OR = {
						trait = spear1
						trait = kontos1
					}
				}
				modifier = {
					factor = 2.2
					OR = {
						trait = spear2
						trait = kontos2
					}
				}
				modifier = {
					factor = 2.4
					OR = {
						trait = spear3
						trait = kontos3
					}
				}
				modifier = {
					factor = 2.6
					OR = {
						trait = spear4
						trait = kontos4
					}
				}
				modifier = {
					factor = 3
					OR = {
						trait = spear5
						trait = kontos5
					}
				}
				character_event = {id = HNT.2003 days = 1 tooltip = HNT2000T1}
				set_character_flag = hbear
			}
			45 = {
				character_event = {id = HNT.2103 days = 1 tooltip = HNT2000T2}
			}
			20 = {
				add_trait = wounded
				hidden_tooltip = { character_event = { id = 38280 } }
			}
			5 = {
				add_maim = yes
				hidden_tooltip = { character_event = { id = 38281 } }
			}
			5 = {
				death = { death_reason = death_by_bear }
			}
		}
		prestige = 25

	}

	option = {
		trigger = {
			is_playable = yes
			any_courtier = {
				NOT = {health_traits = 1}
				is_abroad = no
				war = no
				has_regent = no
				prisoner = no
				NOT = {
					any_liege = {
						war = yes
					}
				}
				OR = {
					trait = spear2
					trait = kontos2
					trait = spear3
					trait = kontos3
					trait = spear4
					trait = kontos4
					trait = spear5
					trait = kontos5
				}
				trait = at_hunting
			}
		}
		
		name = "EVTOPTC36020"
		
		
		
		random_courtier = {
			limit = {
				NOT = {health_traits = 1}
				is_abroad = no
				war = no
				has_regent = no
				prisoner = no
				NOT = {
					any_liege = {
						war = yes
					}
				}
				OR = {
					trait = spear2
					trait = kontos2
					trait = spear3
					trait = kontos3
					trait = spear4
					trait = kontos4
					trait = spear5
					trait = kontos5
				}
				trait = at_hunting
			}
			opinion = {
				modifier = craven_neg
				who = ROOT
				years = 2
			}
			character_event = {id = HNT.3203 days = 3 tooltip = HNT3203T1}
			prestige = 25
		}
	}
}


#Flavour

#Hound
character_event = {
	id = 36025
	desc = "EVTDESC36025"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	trigger = {
		NOT = {health_traits = 1}
		is_abroad = no
		war = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
	}
	option = {
		name = "EVTOPTA36025"
		prestige = 10
		add_trait = brave
		random = {
			chance = 15
			add_trait = wounded
			hidden_tooltip = { character_event = { id = 38280 } }
		}
	}

	option = {
		name = "EVTOPTC36025"
		prestige = 10
		add_trait = ambitious
		random = {
			chance = 25
			character_event = { id = 36026 days = 1 random = 2 tooltip = "EVTTOOLTIP36026" }
		}
	}

	option = {
		trigger = {
			NOT = {trait = brave}
		}
		name = "EVTOPTD36025"
		add_trait = craven
		prestige = -10
	}
}

character_event = {
	id = 36026
	desc = "EVTDESC36026"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = "EVTOPTA36026"
		add_trait = just
		treasury = -15
		prestige = -10
	}
	
	option = {
		trigger = {
			NOT = {trait = kind}
		}
		name = "EVTOPTB36026"
		add_trait = cruel
		piety = -50
	}
}

#Horse
character_event = {
	id = 36030
	
	hide_window = yes
	is_triggered_only = yes
	title = HNT1000T
	
	trigger = {
		is_playable = yes
		NOT = {health_traits = 1}
		is_abroad = no
		war = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
		any_courtier = {
			is_abroad = no
			NOT = {health_traits = 1}
			trait = at_hunting
			prisoner = no
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_abroad = no
				NOT = {health_traits = 1}
				trait = at_hunting
				prisoner = no
			}
			character_event = {id = HNT.5005 days = 1 random = 1}
		}
	}
}

#Hare
character_event = {
	id = 36035
	desc = "EVTDESC36035"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	trigger = {
		NOT = {health_traits = 1}
		is_abroad = no
		war = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
	}
	immediate = {
		set_character_flag = hhare
	}
	
	option = {
		ai_chance = {
			factor = 20
		}
		name = LOVE_DOGS
		prestige = 75
	}
	
	option = {
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0.25
				trait = just
			}
		}
		name = "EVTOPTD36035"
		prestige = -25
		add_trait = arbitrary
		add_trait = temperate
	}
	
	option = {
		ai_chance = {
			factor = 20
		}
		name = "EVTOPTA36035"
		if = {
			limit = {NOT = { lifestyle_traits = 1 }}
			add_trait = hunter
		}
		prestige = 75
	}
	
}


#Low martial guy, inability to kill something.
character_event = {
	id = 36040
	desc = "EVTDESC36040"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	trigger = {
		NOT = {health_traits = 1}
		is_abroad = no
		war = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
	}
	trigger = {
		NOT = { martial = 8 }
		NOT = { intrigue = 8 }
		NOT = { trait = hunter }
		NOT = {
			has_character_flag = hbear
			has_character_flag = hboar
			has_character_flag = hhare
		}		
	}

	option = {
		ai_chance = {
			factor = 20
			modifier = {
				factor = 2
				trait = craven
			}
		}
		add_trait = honest
		name = "EVTOPTA36040"
		prestige = -20
	}
	
	option = {
		ai_chance = {
			factor = 20
			modifier = {
				factor = 2
				trait = humble
			}
		}
		add_trait = content
		name = CONTENT_HUNTER
	}
	
	option = {
		ai_chance = {
			factor = 20
			modifier = {
				factor = 2
				trait = proud
			}
		}
		trigger = {
			is_playable = yes
			any_realm_character = {
				NOT = {health_traits = 1}
				has_character_flag = hboar
			}
		}
		name = "EVTOPTB36040"
		random_realm_character = {
			limit = {
				NOT = {health_traits = 1}
				has_character_flag = hboar
			}
			opinion = {
				modifier = opinion_disgruntled
				who = ROOT
				years = 10
			}
			
			character_event = {id = HNT.5001 days = 1 random = 3 tooltip = HNT5001T1}

		}
		prestige = -10

	}

}


#High Martial, Overconfidence
character_event = {
	id = 36045
	desc = "EVTDESC36045"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	trigger = {
		NOT = {health_traits = 1}
		is_abroad = no
		war = no
		has_regent = no
		prisoner = no
		OR = {
			independent = yes
			NOT = {
				any_liege = {
					war = yes
				}
			}
		}
	}
	trigger = {
		martial = 8
		intrigue = 8
		NOT = {
			has_character_flag = hbear
			has_character_flag = hboar
			has_character_flag = hhare
		}			
	}

	option = {
		name = "EVTOPTA36045"
		add_trait = brave
		random_list = {
			30 = {
				modifier = {
					factor = 1.5
					combat_rating = 2
				}
				modifier = {
					factor = 1.5
					combat_rating = 4
				}
				modifier = {
					factor = 1.5
					combat_rating = 6
				}
				modifier = {
					factor = 1.5
					combat_rating = 8
				}
				modifier = {
					factor = 1.5
					combat_rating = 10
				}
				modifier = {
					factor = 2
					OR = {
						trait = spear1
						trait = kontos1
					}
				}
				modifier = {
					factor = 2.2
					OR = {
						trait = spear2
						trait = kontos2
					}
				}
				modifier = {
					factor = 2.4
					OR = {
						trait = spear3
						trait = kontos3
					}
				}
				modifier = {
					factor = 2.6
					OR = {
						trait = spear4
						trait = kontos4
					}
				}
				modifier = {
					factor = 3
					OR = {
						trait = spear5
						trait = kontos5
					}
				}
				character_event = {id = HNT.2004 days = 1 tooltip = HNT2000T1}
				set_character_flag = hwolf
			}
			30 = {
				character_event = {id = HNT.2104 days = 1 tooltip = HNT2000T2}
			}
			20 = {
				add_trait = wounded
				hidden_tooltip = { character_event = { id = 38280 } }
			}
			10 = {
				add_maim = yes
				hidden_tooltip = { character_event = { id = 38281 } }
			}
			10 = {
				death = { death_reason = death_accident }
			}
		}
		prestige = 20

	}
	option = {
		name = "EVTOPTB36045"
		add_trait = craven
	}

}

# courtier/vassal with hunter trait kills something,
character_event = {
	id = 36050
	desc = "EVTDESC36050"
	picture = "GFX_evt_hunt"
	
	is_triggered_only = yes
	title = HNT1000T

	trigger = {
		trait = hunter
		independent = no
		NOT = {health_traits = 1}
		is_abroad = no
		war = no
		has_regent = no
		prisoner = no
		NOT = {
			any_liege = {
				war = yes
			}
		}
	}
	
	immediate = {
		set_character_flag = hdeer
	}
	
	option = {
		name = "EVTOPTA36050"
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 0
				trait = humble
			}
		}
		prestige = 5
		add_trait = proud
		
		random = {
			chance = 10
			liege = { character_event = { id = 36051 } }
		}

	}
	option = {
		name = "EVTOPTB36050"
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0
				trait = ambitious
			}
			modifier = {
				factor = 0
				trait = proud
			}
		}
		add_trait = humble
		
		clr_character_flag = hdeer
		liege = {
			set_character_flag = hdeer
			character_event = { id = 36052 }
		}
	}
}

character_event = {
	id = 36051
	desc = "EVTDESC36051"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		ai_chance = {
			factor = 20
		}
		name = "EVTOPTA36051"
		FROM = {
			imprison = ROOT
		}
		add_trait = cruel
		prestige = -20
	}
	option = {
		ai_chance = {
			factor = 40
			modifier = {
				factor = 0
				trait = wroth
			}
		}
		name = "SPARE_HIM"
		add_trait = patient
		piety = 20
	}
}

character_event = {
	id = 36052
	desc = "EVTDESC36052"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	
	option = {
		name = "EVTOPTA36052"
		prestige = 50
		add_trait = proud
		FROM = {
			opinion = {
				modifier = opinion_proud
				who = root
				years = 10
			}
		}
	}
}


#Normal end.
narrative_event = {
	id = 36090
	title = HNT1000T
	desc = "EVTDESC36090"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	immediate = {
		remove_trait = at_hunting
		clr_character_flag = huntw
		clr_character_flag = huntm
		clr_character_flag = hdeer
		clr_character_flag = hhare
		clr_character_flag = hwolf
		clr_character_flag = hbear
		clr_character_flag = hboar
	}

	option = {
		name = "EVTOPTA36090"
		prestige = 25
	}
}

###########################################
# Flag management                         #
###########################################

# Safety catch - clears character flags and modifiers
character_event = {
	id = 36999

	hide_window = yes
	
	is_triggered_only = yes
	title = HNT1000T
	
	immediate = {
		remove_trait = at_hunting
	}
}
